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path: root/game/addons/zylann.hterrain/hterrain_detail_layer.gd
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@tool
extends Node3D

# Child node of the terrain, used to render numerous small objects on the ground
# such as grass or rocks. They do so by using a texture covering the terrain
# (a "detail map"), which is found in the terrain data itself.
# A terrain can have multiple detail maps, and you can choose which one will be
# used with `layer_index`.
# Details use instanced rendering within their own chunk grid, scattered around
# the player. Importantly, the position and rotation of this node don't matter,
# and they also do NOT scale with map scale. Indeed, scaling the heightmap
# doesn't mean we want to scale grass blades (which is not a use case I know of).

const HTerrainData = preload("./hterrain_data.gd")
const HT_DirectMultiMeshInstance = preload("./util/direct_multimesh_instance.gd")
const HT_DirectMeshInstance = preload("./util/direct_mesh_instance.gd")
const HT_Util = preload("./util/util.gd")
const HT_Logger = preload("./util/logger.gd")
# TODO Can't preload because it causes the plugin to fail loading if assets aren't imported
const DEFAULT_MESH_PATH = "res://addons/zylann.hterrain/models/grass_quad.obj"

# Cannot use `const` because `HTerrain` depends on the current script
var HTerrain = load("res://addons/zylann.hterrain/hterrain.gd")

const CHUNK_SIZE = 32
const DEFAULT_SHADER_PATH = "res://addons/zylann.hterrain/shaders/detail.gdshader"
const DEBUG = false

# These parameters are considered built-in,
# they are managed internally so they are not directly exposed
const _API_SHADER_PARAMS = {
   "u_terrain_heightmap": true,
   "u_terrain_detailmap": true,
   "u_terrain_normalmap": true,
   "u_terrain_globalmap": true,
   "u_terrain_inverse_transform": true,
   "u_terrain_normal_basis": true,
   "u_albedo_alpha": true,
   "u_view_distance": true,
   "u_ambient_wind": true
}

# TODO Should be renamed `map_index`
# Which detail map this layer will use
@export var layer_index := 0:
   get:
      return layer_index
   set(v):
      if layer_index == v:
         return
      layer_index = v
      if is_inside_tree():
         _update_material()
         HT_Util.update_configuration_warning(self, false)


# Texture to render on the detail meshes.
@export var texture : Texture:
   get:
      return texture
   set(tex):
      texture = tex
      _material.set_shader_parameter("u_albedo_alpha", tex)


# How far detail meshes can be seen.
# TODO Improve speed of _get_chunk_aabb() so we can increase the limit
# See https://github.com/Zylann/godot_heightmap_plugin/issues/155
@export_range(1.0, 500.0) var view_distance := 100.0:
   get:
      return view_distance
   set(v):
      if view_distance == v:
         return
      view_distance = maxf(v, 1.0)
      if is_inside_tree():
         _update_material()


# Custom shader to replace the default one.
@export var custom_shader : Shader:
   get:
      return custom_shader
   set(shader):
      if custom_shader == shader:
         return
      custom_shader = shader
      if custom_shader == null:
         _material.shader = load(DEFAULT_SHADER_PATH)
      else:
         _material.shader = custom_shader

         if Engine.is_editor_hint():
            # Ability to fork default shader
            if shader.code == "":
               shader.code = _default_shader.code


# Density modifier, to make more or less detail meshes appear overall.
@export_range(0, 10) var density := 4.0:
   get:
      return density
   set(v):
      v = clampf(v, 0, 10)
      if v == density:
         return
      density = v
      _multimesh_need_regen = true


# Mesh used for every detail instance (for example, every grass patch).
# If not assigned, an internal quad mesh will be used.
# I would have called it `mesh` but that's too broad and conflicts with local vars ._.
@export var instance_mesh : Mesh:
   get:
      return instance_mesh
   set(p_mesh):
      if p_mesh == instance_mesh:
         return
      instance_mesh = p_mesh
      _multimesh.mesh = _get_used_mesh()


# Exposes rendering layers, similar to `VisualInstance.layers`
# (IMO this annotation is not specific enough, something might be off...)
@export_flags_3d_render var render_layers := 1:
   get:
      return render_layers
   set(mask):
      render_layers = mask
      for k in _chunks:
         var chunk = _chunks[k]
         chunk.set_layer_mask(mask)


# Exposes shadow casting setting.
# Possible values are the same as the enum `GeometryInstance.SHADOW_CASTING_SETTING_*`.
# TODO Casting to `int` should not be necessary! Had to do it otherwise GDScript complains...
@export_enum("Off", "On", "DoubleSided", "ShadowsOnly") \
   var cast_shadow := int(GeometryInstance3D.SHADOW_CASTING_SETTING_ON):
   get:
      return cast_shadow
   set(option):
      if option == cast_shadow:
         return
      cast_shadow = option
      for k in _chunks:
         var mmi : HT_DirectMultiMeshInstance = _chunks[k]
         mmi.set_cast_shadow(option)


var _material: ShaderMaterial = null
var _default_shader: Shader = null

# Vector2 => DirectMultiMeshInstance
var _chunks := {}

var _multimesh: MultiMesh
var _multimesh_need_regen = true
var _multimesh_instance_pool := []
var _ambient_wind_time := 0.0
#var _auto_pick_index_on_enter_tree := Engine.is_editor_hint()
var _debug_wirecube_mesh: Mesh = null
var _debug_cubes := []
var _logger := HT_Logger.get_for(self)


func _init():
   _default_shader = load(DEFAULT_SHADER_PATH)
   _material = ShaderMaterial.new()
   _material.shader = _default_shader
   
   _multimesh = MultiMesh.new()
   _multimesh.transform_format = MultiMesh.TRANSFORM_3D
   # TODO Godot 3 had the option to specify color format, but Godot 4 no longer does...
   # I only need 8-bit, but Godot 4 uses 32-bit components colors...
   #_multimesh.color_format = MultiMesh.COLOR_8BIT
   _multimesh.use_colors = true


func _enter_tree():
   var terrain = _get_terrain()
   if terrain != null:
      terrain.transform_changed.connect(_on_terrain_transform_changed)

      #if _auto_pick_index_on_enter_tree:
      #  _auto_pick_index_on_enter_tree = false
      #  _auto_pick_index()

      terrain._internal_add_detail_layer(self)

   _update_material()


func _exit_tree():
   var terrain = _get_terrain()
   if terrain != null:
      terrain.transform_changed.disconnect(_on_terrain_transform_changed)
      terrain._internal_remove_detail_layer(self)
   _update_material()
   for k in _chunks.keys():
      _recycle_chunk(k)
   _chunks.clear()


#func _auto_pick_index():
#  # Automatically pick an unused layer
#
#  var terrain = _get_terrain()
#  if terrain == null:
#     return
#
#  var terrain_data = terrain.get_data()
#  if terrain_data == null or terrain_data.is_locked():
#     return
#
#  var auto_index := layer_index
#  var others = terrain.get_detail_layers()
#
#  if len(others) > 0:
#     var used_layers := []
#     for other in others:
#        used_layers.append(other.layer_index)
#     used_layers.sort()
#
#     auto_index = used_layers[-1]
#     for i in range(1, len(used_layers)):
#        if used_layers[i - 1] - used_layers[i] > 1:
#           # Found a hole, take it instead
#           auto_index = used_layers[i] - 1
#           break
#
#  print("Auto picked ", auto_index, " ")
#  layer_index = auto_index


func _get_property_list() -> Array:
   # Dynamic properties coming from the shader
   var props := []
   if _material != null:
      var shader_params = RenderingServer.get_shader_parameter_list(_material.shader.get_rid())
      for p in shader_params:
         if _API_SHADER_PARAMS.has(p.name):
            continue
         var cp := {}
         for k in p:
            cp[k] = p[k]
         cp.name = str("shader_params/", p.name)
         props.append(cp)
   return props


func _get(key: StringName):
   var key_str := String(key)
   if key_str.begins_with("shader_params/"):
      var param_name = key_str.substr(len("shader_params/"))
      return get_shader_param(param_name)


func _set(key: StringName, v):
   var key_str := String(key)
   if key_str.begins_with("shader_params/"):
      var param_name = key_str.substr(len("shader_params/"))
      set_shader_param(param_name, v)


func get_shader_param(param_name: String):
   return _material.get_shader_parameter(param_name)


func set_shader_param(param_name: String, v):
   _material.set_shader_parameter(param_name, v)


func _get_terrain():
   if is_inside_tree():
      return get_parent()
   return null


# Compat
func set_texture(tex: Texture):
   texture = tex


# Compat
func get_texture() -> Texture:
   return texture


# Compat
func set_layer_index(v: int):
   layer_index = v


# Compat
func get_layer_index() -> int:
   return layer_index


# Compat
func set_view_distance(v: float):
   return view_distance


# Compat
func get_view_distance() -> float:
   return view_distance


# Compat
func set_custom_shader(shader: Shader):
   custom_shader = shader


# Compat
func get_custom_shader() -> Shader:
   return custom_shader


# Compat
func set_instance_mesh(p_mesh: Mesh):
   instance_mesh = p_mesh


# Compat
func get_instance_mesh() -> Mesh:
   return instance_mesh


# Compat
func set_render_layer_mask(mask: int):
   render_layers = mask


# Compat
func get_render_layer_mask() -> int:
   return render_layers


func _get_used_mesh() -> Mesh:
   if instance_mesh == null:
      var mesh = load(DEFAULT_MESH_PATH) as Mesh
      if mesh == null:
         _logger.error(str("Failed to load default mesh: ", DEFAULT_MESH_PATH))
      return mesh
   return instance_mesh


# Compat
func set_density(v: float):
   density = v


# Compat
func get_density() -> float:
   return density


# Updates texture references and values that come from the terrain itself.
# This is typically used when maps are being swapped around in terrain data,
# so we can restore texture references that may break.
func update_material():
   _update_material()
   # Formerly update_ambient_wind, reset


func _notification(what: int):
   match what:
      NOTIFICATION_ENTER_WORLD:
         _set_world(get_world_3d())

      NOTIFICATION_EXIT_WORLD:
         _set_world(null)

      NOTIFICATION_VISIBILITY_CHANGED:
         _set_visible(visible)
         
      NOTIFICATION_PREDELETE:
         # Force DirectMeshInstances to be destroyed before the material.
         # Otherwise it causes RenderingServer errors...
         _chunks.clear()
         _multimesh_instance_pool.clear()


func _set_visible(v: bool):
   for k in _chunks:
      var chunk = _chunks[k]
      chunk.set_visible(v)


func _set_world(w: World3D):
   for k in _chunks:
      var chunk = _chunks[k]
      chunk.set_world(w)


func _on_terrain_transform_changed(gt: Transform3D):
   _update_material()

   var terrain = _get_terrain()
   if terrain == null:
      _logger.error("Detail layer is not child of a terrain!")
      return
   
   var terrain_transform : Transform3D = terrain.get_internal_transform()

   # Update AABBs and transforms, because scale might have changed
   for k in _chunks:
      var mmi = _chunks[k]
      var aabb = _get_chunk_aabb(terrain, Vector3(k.x * CHUNK_SIZE, 0, k.y * CHUNK_SIZE))
      # Nullify XZ translation because that's done by transform already
      aabb.position.x = 0
      aabb.position.z = 0
      mmi.set_aabb(aabb)
      mmi.set_transform(_get_chunk_transform(terrain_transform, k.x, k.y))


func process(delta: float, viewer_pos: Vector3):
   var terrain = _get_terrain()
   if terrain == null:
      _logger.error("DetailLayer processing while terrain is null!")
      return

   if _multimesh_need_regen:
      _regen_multimesh()
      _multimesh_need_regen = false
      # Crash workaround for Godot 3.1
      # See https://github.com/godotengine/godot/issues/32500
      for k in _chunks:
         var mmi = _chunks[k]
         mmi.set_multimesh(_multimesh)

   # Detail layers are unaffected by ground map_scale
   var terrain_transform_without_map_scale : Transform3D = \
      terrain.get_internal_transform_unscaled()
   var local_viewer_pos := terrain_transform_without_map_scale.affine_inverse() * viewer_pos

   var viewer_cx = local_viewer_pos.x / CHUNK_SIZE
   var viewer_cz = local_viewer_pos.z / CHUNK_SIZE

   var cr = int(view_distance) / CHUNK_SIZE + 1

   var cmin_x = viewer_cx - cr
   var cmin_z = viewer_cz - cr
   var cmax_x = viewer_cx + cr
   var cmax_z = viewer_cz + cr

   var map_res = terrain.get_data().get_resolution()
   var map_scale = terrain.map_scale

   var terrain_size_x = map_res * map_scale.x
   var terrain_size_z = map_res * map_scale.z

   var terrain_chunks_x = terrain_size_x / CHUNK_SIZE
   var terrain_chunks_z = terrain_size_z / CHUNK_SIZE

   cmin_x = clampi(cmin_x, 0, terrain_chunks_x)
   cmin_z = clampi(cmin_z, 0, terrain_chunks_z)

   if DEBUG and visible:
      _debug_cubes.clear()
      for cz in range(cmin_z, cmax_z):
         for cx in range(cmin_x, cmax_x):
            _add_debug_cube(terrain, _get_chunk_aabb(terrain, Vector3(cx, 0, cz) * CHUNK_SIZE))

   for cz in range(cmin_z, cmax_z):
      for cx in range(cmin_x, cmax_x):

         var cpos2d = Vector2(cx, cz)
         if _chunks.has(cpos2d):
            continue

         var aabb = _get_chunk_aabb(terrain, Vector3(cx, 0, cz) * CHUNK_SIZE)
         var d = (aabb.position + 0.5 * aabb.size).distance_to(local_viewer_pos)

         if d < view_distance:
            _load_chunk(terrain_transform_without_map_scale, cx, cz, aabb)

   var to_recycle = []

   for k in _chunks:
      var chunk = _chunks[k]
      var aabb = _get_chunk_aabb(terrain, Vector3(k.x, 0, k.y) * CHUNK_SIZE)
      var d = (aabb.position + 0.5 * aabb.size).distance_to(local_viewer_pos)
      if d > view_distance:
         to_recycle.append(k)

   for k in to_recycle:
      _recycle_chunk(k)

   # Update time manually, so we can accelerate the animation when strength is increased,
   # without causing phase jumps (which would be the case if we just scaled TIME)
   var ambient_wind_frequency = 1.0 + 3.0 * terrain.ambient_wind
   _ambient_wind_time += delta * ambient_wind_frequency
   var awp = _get_ambient_wind_params()
   _material.set_shader_parameter("u_ambient_wind", awp)


# Gets local-space AABB of a detail chunk.
# This only apply map_scale in Y, because details are not affected by X and Z map scale.
func _get_chunk_aabb(terrain, lpos: Vector3):
   var terrain_scale = terrain.map_scale
   var terrain_data = terrain.get_data()
   var origin_cells_x := int(lpos.x / terrain_scale.x)
   var origin_cells_z := int(lpos.z / terrain_scale.z)
   var size_cells_x := int(CHUNK_SIZE / terrain_scale.x)
   var size_cells_z := int(CHUNK_SIZE / terrain_scale.z)
   
   var aabb = terrain_data.get_region_aabb(
      origin_cells_x, origin_cells_z, size_cells_x, size_cells_z)
   
   aabb.position = Vector3(lpos.x, lpos.y + aabb.position.y * terrain_scale.y, lpos.z)
   aabb.size = Vector3(CHUNK_SIZE, aabb.size.y * terrain_scale.y, CHUNK_SIZE)
   return aabb


func _get_chunk_transform(terrain_transform: Transform3D, cx: int, cz: int) -> Transform3D:
   var lpos := Vector3(cx, 0, cz) * CHUNK_SIZE
   # `terrain_transform` should be the terrain's internal transform, without `map_scale`.
   var trans := Transform3D(
      terrain_transform.basis,
      terrain_transform.origin + terrain_transform.basis * lpos)
   return trans


func _load_chunk(terrain_transform_without_map_scale: Transform3D, cx: int, cz: int, aabb: AABB):
   aabb.position.x = 0
   aabb.position.z = 0

   var mmi = null
   if len(_multimesh_instance_pool) != 0:
      mmi = _multimesh_instance_pool[-1]
      _multimesh_instance_pool.pop_back()
   else:
      mmi = HT_DirectMultiMeshInstance.new()
      mmi.set_world(get_world_3d())
      mmi.set_multimesh(_multimesh)

   var trans := _get_chunk_transform(terrain_transform_without_map_scale, cx, cz)
   
   mmi.set_material_override(_material)
   mmi.set_transform(trans)
   mmi.set_aabb(aabb)
   mmi.set_layer_mask(render_layers)
   mmi.set_cast_shadow(cast_shadow)
   mmi.set_visible(visible)

   _chunks[Vector2(cx, cz)] = mmi


func _recycle_chunk(cpos2d: Vector2):
   var mmi = _chunks[cpos2d]
   _chunks.erase(cpos2d)
   mmi.set_visible(false)
   _multimesh_instance_pool.append(mmi)


func _get_ambient_wind_params() -> Vector2:
   var aw = 0.0
   var terrain = _get_terrain()
   if terrain != null:
      aw = terrain.ambient_wind
   # amplitude, time
   return Vector2(aw, _ambient_wind_time)


func _update_material():
   # Sets API shader properties. Custom properties are assumed to be set already
   _logger.debug("Updating detail layer material")

   var terrain_data = null
   var terrain = _get_terrain()
   var it = Transform3D()
   var normal_basis = Basis()

   if terrain != null:
      var gt = terrain.get_internal_transform()
      it = gt.affine_inverse()
      terrain_data = terrain.get_data()
      # This is needed to properly transform normals if the terrain is scaled.
      # However we don't want to pick up rotation because it's already factored in the instance
      #normal_basis = gt.basis.inverse().transposed()
      normal_basis = Basis().scaled(terrain.map_scale).inverse().transposed()

   var mat = _material

   mat.set_shader_parameter("u_terrain_inverse_transform", it)
   mat.set_shader_parameter("u_terrain_normal_basis", normal_basis)
   mat.set_shader_parameter("u_albedo_alpha", texture)
   mat.set_shader_parameter("u_view_distance", view_distance)
   mat.set_shader_parameter("u_ambient_wind", _get_ambient_wind_params())

   var heightmap_texture = null
   var normalmap_texture = null
   var detailmap_texture = null
   var globalmap_texture = null

   if terrain_data != null:
      if terrain_data.is_locked():
         _logger.error("Terrain data locked, can't update detail layer now")
         return

      heightmap_texture = terrain_data.get_texture(HTerrainData.CHANNEL_HEIGHT)
      normalmap_texture = terrain_data.get_texture(HTerrainData.CHANNEL_NORMAL)

      if layer_index < terrain_data.get_map_count(HTerrainData.CHANNEL_DETAIL):
         detailmap_texture = terrain_data.get_texture(HTerrainData.CHANNEL_DETAIL, layer_index)

      if terrain_data.get_map_count(HTerrainData.CHANNEL_GLOBAL_ALBEDO) > 0:
         globalmap_texture = terrain_data.get_texture(HTerrainData.CHANNEL_GLOBAL_ALBEDO)
   else:
      _logger.error("Terrain data is null, can't update detail layer completely")

   mat.set_shader_parameter("u_terrain_heightmap", heightmap_texture)
   mat.set_shader_parameter("u_terrain_detailmap", detailmap_texture)
   mat.set_shader_parameter("u_terrain_normalmap", normalmap_texture)
   mat.set_shader_parameter("u_terrain_globalmap", globalmap_texture)


func _add_debug_cube(terrain: Node3D, aabb: AABB):
   var world : World3D = terrain.get_world_3d()

   if _debug_wirecube_mesh == null:
      _debug_wirecube_mesh = HT_Util.create_wirecube_mesh()
      var mat := StandardMaterial3D.new()
      mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
      _debug_wirecube_mesh.surface_set_material(0, mat)

   var debug_cube := HT_DirectMeshInstance.new()
   debug_cube.set_mesh(_debug_wirecube_mesh)
   debug_cube.set_world(world)
   #aabb.position.y += 0.2*randf()
   debug_cube.set_transform(Transform3D(Basis().scaled(aabb.size), aabb.position))

   _debug_cubes.append(debug_cube)


func _regen_multimesh():
   # We modify the existing multimesh instead of replacing it.
   # DirectMultiMeshInstance does not keep a strong reference to them,
   # so replacing would break pooled instances.
   _generate_multimesh(CHUNK_SIZE, density, _get_used_mesh(), _multimesh)


func is_layer_index_valid() -> bool:
   var terrain = _get_terrain()
   if terrain == null:
      return false
   var data = terrain.get_data()
   if data == null:
      return false
   return layer_index >= 0 and layer_index < data.get_map_count(HTerrainData.CHANNEL_DETAIL)


func _get_configuration_warnings() -> PackedStringArray:
   var warnings := PackedStringArray()

   var terrain = _get_terrain()
   if not (is_instance_of(terrain, HTerrain)):
      warnings.append("This node must be child of an HTerrain node")
      return warnings

   var data = terrain.get_data()
   if data == null:
      warnings.append("The terrain has no data")
      return warnings

   if data.get_map_count(HTerrainData.CHANNEL_DETAIL) == 0:
      warnings.append("The terrain does not have any detail map")
      return warnings

   if layer_index < 0 or layer_index >= data.get_map_count(HTerrainData.CHANNEL_DETAIL):
      warnings.append("Layer index is out of bounds")
      return warnings

   var tex = data.get_texture(HTerrainData.CHANNEL_DETAIL, layer_index)
   if tex == null:
      warnings.append("The terrain does not have a map assigned in slot {0}" \
         .format([layer_index]))

   return warnings


# Compat
func set_cast_shadow(option: int):
   cast_shadow = option


# Compat
func get_cast_shadow() -> int:
   return cast_shadow


static func _generate_multimesh(resolution: int, density: float, mesh: Mesh, multimesh: MultiMesh):
   assert(multimesh != null)
   
   var position_randomness := 0.5
   var scale_randomness := 0.0
   #var color_randomness = 0.5

   var cell_count := resolution * resolution
   var idensity := int(density)
   var random_instance_count := int(cell_count * (density - floorf(density)))
   var total_instance_count := cell_count * idensity + random_instance_count
   
   multimesh.instance_count = total_instance_count
   multimesh.mesh = mesh

   # First pass ensures uniform spread
   var i := 0
   for z in resolution:
      for x in resolution:
         for j in idensity:
            
            var pos := Vector3(x, 0, z)
            pos.x += randf_range(-position_randomness, position_randomness)
            pos.z += randf_range(-position_randomness, position_randomness)

            multimesh.set_instance_color(i, Color(1, 1, 1))
            multimesh.set_instance_transform(i, \
               Transform3D(_get_random_instance_basis(scale_randomness), pos))
            i += 1
   
   # Second pass adds the rest
   for j in random_instance_count:
      var pos = Vector3(randf_range(0, resolution), 0, randf_range(0, resolution))
      multimesh.set_instance_color(i, Color(1, 1, 1))
      multimesh.set_instance_transform(i, \
         Transform3D(_get_random_instance_basis(scale_randomness), pos))
      i += 1


static func _get_random_instance_basis(scale_randomness: float) -> Basis:
   var sr := randf_range(0, scale_randomness)
   var s := 1.0 + (sr * sr * sr * sr * sr) * 50.0

   var basis := Basis()
   basis = basis.scaled(Vector3(1, s, 1))
   basis = basis.rotated(Vector3(0, 1, 0), randf_range(0, PI))
   
   return basis